AoeStats
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African Clearing

511630892Analyzed
3v3 RM · 6d ago on Oct 5, 2026· 38m 56s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇺🇸 Franks · United States
993
+15
🇺🇸 Huns · United States
942
+18
🇧🇷 Britons · Brazil
941
+18
vs
🇹🇷 Teutons · Türkiye
998
-18
🇹🇷 Britons · Türkiye
986
-17
🇹🇷 Vietnamese · Türkiye
949
-16
Player eAPM Actions Feudal Castle Imperial Opening
54 2,096 14:55 23:15 — ⚔ M@A FC
35 1,346 12:35 22:54 — ⚔ Scout Rush
28 1,094 14:49 19:36 — ⚔ Drush into Scouts FC
28 1,085 13:48 20:01 — ⛏ Fast Castle
24 949 13:56 26:49 — ⚔ FC into Scouts
11 423 19:50 — —

Resources

Player Food Wood Gold Stone Spent Collected
7,525 7,900 5,350 2,250 23,025 24,910
11,860 5,155 5,500 430 22,945 23,129
9,245 8,090 3,695 1,830 22,860 23,106
9,715 6,800 2,560 950 20,025 21,822
8,360 6,486 1,685 1,900 18,431 18,693
3,940 4,135 50 200 8,325 11,055
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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